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141.
142.
Stimulus repetition usually benefits performance. A notable exception is repetition blindness (RB), in which subjects fail to report a repeated stimulus in a rapid serial visual presentation. Theories differ in attributing RB to either perceptual encoding or memory retrieval and to impaired discrimination versus response bias. In the present study, subjects judged whether one or two letters were imbedded in sequences of digits. Unlike previous studies, false guesses of two unrepeated letters were distinguished from false guesses of two repeated letters. When repeated- and unrepeated-letter trials were randomly intermixed (Experiment 1), RB was entirely attributable to response bias. However, when they were separately blocked (Experiments 2 and 3), RB was manifested in discriminability (d'). The results support perceptual-encoding accounts of RB but indicate that effects on discriminability depend on subjects' processing strategies. 相似文献
143.
144.
In constructing the percept of transparency, the visual system must decompose the light intensity at each image location into two components one for the partially transmissivc surface, the other for the underlying surface seen through it. Theories of perceptual transparency have typically assumed that this decomposition is defined quantitatively in terms of the inverse of some physical model (typically, Metelli's 'episcotister model'). In previous work, we demonstrated that the visual system uses Michelson contrast as a critical image variable in assigning transmittance to transparent surfaces not luminance differences as predicted by Metelli's model [F Metelli, 1974 Scientific American 230(4) 90 98]. In this paper, we study the contribution of another variable in determining perceived transmittance, namely, the image blur introduced by the light-scattering properties of translucent surfaces and materials. Experiment 1 demonstrates that increasing the degree of blur in the region of transparency leads to a lowering in perceived transmittance, even if Michelson contrast remains constant in this region. Experiment 2 tests how this addition of blur affects apparent contrast in the absence of perceived transparency. The results demonstrate that, although introducing blur leads to a lowering in apparent contrast, the magnitude of this decrease is relatively small, and not sufficient to explain the decrease in perceived transmittance observed in experiment 1. The visual system thus takes the presence of blur in the region of transparency as an additional image cue in assigning transmittance to partially transmissive surfaces. 相似文献
145.
We studied aspects of clock cognition that might underlie the sensitivity of the CDT in screening for dementia of the Alzheimer type (DAT). Two groups, 15 patients with mild-moderate DAT and 15 controls, were assessed with the CDT and specially designed tests of clock-related cognition. Patients were impaired on the CDT, but they did not differ from controls in copying a clock face or selecting the correct representation of a given time. Patients were worse than controls at distinguishing between clock and nonclock objects, detecting anomalies in clocks, and in setting time irrespective of response format. These findings suggest that semantic-conceptual aspects of clock-related cognition are important in discriminating between patients with DAT and controls. 相似文献
146.
Functional decay theory proposes that decay and interference, historically viewed as competing accounts of forgetting, are instead functionally related. The theory posits that (a) when an attribute must be updated frequently in memory, its current value decays to prevent interference with later values, and (b) the decay rate adapts to the rate of memory updates. Behavioral predictions of the theory were tested in a task-switching paradigm in which memory for the current task had to be updated every few seconds, hundreds of times. Reaction times and error rates both increased gradually between updates, reflecting decay of memory for the current task. This performance decline was slower when updates were less frequent, reflecting a decrease in the decay rate following a decrease in the update rate. A candidate mechanism for controlled decay is proposed, the data are reconciled with practice effects, and implications for models of executive control are discussed. 相似文献
147.
Theoretical Medicine and Bioethics - The practice of paying research subjects for participating inclinical trials has yet to receive an adequate moral analysis.Dickert and Grady argue for a wage... 相似文献
148.
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life 总被引:30,自引:0,他引:30
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency). 相似文献
149.
The relationships between hit, remember, and false alarm rates were examined across individual subjects in three remember-know experiments in order to determine whether signal detection theory would be consistent with the observed data. The experimental data differed from signal detection predictions in two critical ways. First, remember reports were unrelated, or slightly negatively related, to the commission of false alarms. Second, both response types (remembers and false alarms) were uniquely related to hit rates, which demonstrated that the hit rate cannot be viewed as the result of a single underlying strength process. These results are consistent with the dual-process signal detection model of Yonelinas (1994), in which performance is determined by two independent processes--retrieval of categorical context information (remembering) and discriminations based on continuous item strength. Remember and false alarm rates selectively tap these processes, whereas the hit rate is jointly determined. Monte Carlo simulations in which the dual-process model was used successfully reproduced the pattern in the experimental data, whereas simulations in which a signal detection model, with separate "old" and "remember" criteria, was used, did not. The results demonstrate the utility of examining individual differences in response types when one is evaluating memory models. 相似文献
150.
Hypermnesia is a net improvement in memory performance that occurs across tests in a multitest paradigm with only one study session. Our goal was to identify possible age-related differences in hypermnesic recall. We observed hypermnesia for young adults using verbal (Experiment 1) as well as pictorial (Experiment 2) material, but no hypermnesia for older adults in either experiment. We found no age-related difference in reminiscence (Experiments 1 and 2), though there was a substantial difference in intertest forgetting (Experiments 1 and 2). Older, relative to young, adults produced more forgetting, most of which occurred between Tests 1 and 2 (Experiments 1 and 2). Furthermore, older, relative to young, adults produced more intrusions. We failed to identify a relationship between intrusions and intertest forgetting. We suggest that the age-related difference in intertest forgetting may be due to less efficient reinstatement of cues at test by older adults. The present findings reveal that intertest forgetting plays a critical role in hypermnesic recall, particularly for older adults. 相似文献